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Gonourakuto

Gonourakuto

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Gonourakuto
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  • @Raccoon said:

    https://youtu.be/oy9MwlJmcyw

    There are certainly a few silly scenarios with the perk, but I don't know if they will nerf it.

    Conviction builds are pretty fun, though, when you're the one using them.

    Playing against them is another story :(

    I think it needs something added to its activation conditions, personally, though I don't know what…

    I hope it doenst its only good if you really play well and in a coordinated way and the bug that allows it to proc back from itself is obviously a bug that will get fixed

    Honestly this perk will be like the haste power of two perk or boon exponential , broken on paper but never used cause too many things need to align correctly for it to actually work

  • @MrDardon said:

    Maps and Keys have way to little charges and their iri. Add-ons have way to many dowsides. Blood Amber now has 3 downsides and the map Iri. Add-on doesn't even work on the brown map because the brown map is 10 seconds and the Add-on removes 10 seconds. Way to restricted.

    You can't "feather" keys and maps anymore like you could before by just using it for half a second and sparing charges. From their effects, they're way more useful than what they were.. but they need more charges and have the iri Add-ons not apply that many downsides.

    Maybe keys are more useful but for maps nop they are pretty much worst in everyway , they do nothing better than the former maps and actually do worst in many aspect

  • @Pulsar said:

    Even though they are objectively weaker, I do think it's funny that the pick rate probably won't change.

    Nobody used them since they were awful, and in true BHVR fashion, now nobody will use them since they've been made even worse.

    Incredibly questionable design choices all around.

    As a boon player if i wasnt personally so affected by their failure of a rework i guess i would also find it quite funny how bad they are at their jobs

  • @Lixadonna said:

    It's like they balanced the amount of charges around the Iridescent Add-Ons but even those are pretty weak.

    And even the iri addon also reduces charges aswell anyway

  • @Choaron said:

    Between what they did to Clown, what they were about to do to Knight and what they did to maps/keys you really have to unironically wonder if the folks at BHVR truly play/understand their own game.

    Yeah dbd devs balance team whoever handle that , have proven time and time again that they arent the most qualified for their station

  • @RizeKagune said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975159#Comment_3975159

    In their defense nobody ever used them even before the changes.

    As a boon player i did use maps quite a lot and still it doenst excuse the fact that they made them worst while the objective of teh rework was supposed to make them better

  • @SoGo said:

    I just wish they tracked more than just gens, pallets and windows.

    Chests and Exit Gates (for new players) are good things to add. Hatch is unnecessary and more fit for keys, Totem add-on should be uncommon, Hooks aren't that needed to track and Killer traps got removed for a reason.

    But still, there are at least 2 things they did track and don't anymore.

    Gens arent really tracked anymore

    And the fact that totems now need an addon when before they were basekit for most maps is a little bit stupid also like i said if you put the totem tracking addon the map you no longer tracks pallets and windows

  • @SCP_FOR_DBD said:

    If you see him readying his power don't go for a window or pallet, run circles around him and wait for the sound, his view is restricted and his attack can be easily predicted and dodged. You could even go behind a wall so he can't see you and will have a much harder time hitting the shot. He absolutely does have counterplay, you just gotta know how to do it.

    If you do what you said about not use the window or pallet if you see him use his power all he has to do his pull out his sword from the ground what he can do instantly and m1 you

    Good PH only use their powers when you are about to be in a animation so when they can't miss

    only really , really bad PH are gonna try to use their powers when you are not stuck in a animation even more if they can't see you

    still waiting for an actual counter that isnt just "hope the killer is bad and plays like a moron"

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502931#Comment_1502931

    Calm spirit doesn't only counter doctor. It counters, rancor, deathbound, infectious and spies from the shadows. Also, it allows you to make better movement, since crows won't get disturbed, and allows you to juke more. Also, he can't M1 you when you drop the pallet, and actually try to juke. Also, nice job insulting me. I am going to say enjoy, you might not know what that means, but you will see eventually :).

    it doenst counter rancor , deathbound is a useless perk that is never used , infectious is only used by some rare killers in some rare builds and spie from the shadow LOL i even forgot this perk existed because of how much no one uses it , so no I still see no reason to run clam spirit

    yes he can't m1 if you drop the pallet but he can use his power that was already ready anyway to use if the PH isnt dumb and hit for free during the drop animation why can't you understand that ? why do i have to repeat myself for you to undertsand something so simple

    thats not an insult that just mean describing what I acknowledge to be after painfully arguing with you and trying to make you understand something basic

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502861#Comment_1502861

    Wrong, if survivors loop you, you can hold the blade in the ground around the loop as a constant threat and get them tormented. He won't get a free m1 if you don't let him.

    You are confused and confusing i am not gonna bother , have fun againts you rank 20 PH that don't know what they are doing

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1502834#Comment_1502834

    There is stuff you can do against his ranged attack. First of all, his movement is incredibly restricted, meaning he can't round corners that well, meaning you can still pallet loop him. If he puts the sword in the ground as you approach a vault or pallet, keep running and try juking it, since you get a slight notification that he is using the ranged attack, and the animation isn't even that quick. You can pre throw pallets, and go for stuns against him as well.

    Good PH only use their powers when survivors are about to use a pallet or window and get stuck in a animation so it doenst matter if his movement his bad when he uses it because he can't ever miss it in that case

    yes and if I keep running and don't actually drop the pallet than now he just pulls out the sword instantly out of the ground free from any meaningful slow or real animation and m1 for free

    your counters are only useful if the pyramid head doenst know what he is doing , it would be nice if people on those forums would have better answers to everything than just "hope he is bad and play badly" thx for the advice but that doenst work like that

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/178380/ph-still-unnerfed

    Actually, he got nerfed. He can't see the auras of cages, and if you get within 8 meters of the cage for 1 second, the cage moves.

    thats not a nerf to the actual prob I am talking about here so no he is still OP you could even remove the cages from him he would still be OP

    also I am pretty sure the 1 sec thing you are talking about is just BS and lies and even with that "nerf" cages are still really good it makes him gain so much time by not having to waste time picking up and hooking survivors and even if the "nerf" you are speaking off about them moving was true , it can still work in the killer favor by making it so the cages now tp elsewhere so now whoever wanted to save the survivor has to waste time running to the new cage location

  • @adrianchop00 said:

    When do survivors nefs? the game is so ######### easy for surv, and premades are soo freaking toxic. DO SOMETHING, game is boring 😡😡

    Unless you have been blind for the past 2 years , 90 % of the time survivors are getting nerfed and killers are getting buffed on a daily basis

  • @ClickyClicky said:

    With how few charges he uses and how fast that cooldown is, was there even a point to adding an overheat mechanic? You have to actually put in effort to make it overheat. It never happens in normal gameplay.

    Is that the message you’re sending out to players? That if they cry, stamp their feet and spam the forums and social media then they can get whatever they want?

    this msg only works if they are killer mains :p

  • @TargaryenChild said:

    Hi guys! Yesterday I read a post (don't remember where) that said that Devs wanted to add more "diversity" in the survivors' cast. What about adding a drag queen? It would be definetely a very funny concept, with crazy outfits and creative perks. Also, when I try to imagine a drag queen in dbd I instantly get Trixie Mattel, she's an active dbd player and streamer and I'm sure she'd be glad to help. Anyways this is just a very light idea. I want to know what kind of perks would you imagine a Drag queen would have in the game. (Let's hope she can have heels at least hahah)

    I can understand what you want and I don't dislike the idea of a drag queen , I think it could be fun and I love trixie mattel

    but I dislike the idea of the drag queen being the "gay representative" in the game tbh every characters can/could be considered as being "lgbt" that would be ridiculous and a bad way to represent us as a whole to be like "oh yeah this character is THE gay one because he is flamboyant ectect"

    I don't mind if some of the currently existing characters also get some "pride cosmetics" to maybe int at the fact that they are gay but I don't feel good with a character that scream it on the roof like if it was all that mattered to this character persona , being gay is not a personality if i can say it like this , gay people are like everyone else , not all of us wear drag and are all about being "gay" ectect if that make sense

    PS : I think we already have a pretty obvious gay character in the game anyway , look at ace , sorry but this dude is pretty gay from the way he moves and stands to the cosmetics he has in general

    PSS : sorry if its hard to understand what I mean

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488058#Comment_1488058

    I have literally downed and hooked two people, found Jake healing behind a tree after that and got DSed.

    so pretty much you were already winning the game and cry because you go DS and cannot win even harder because you couldnt count to 60 and just slug the jane

  • @HittingOnHook said:

    This isn't just another anti-DS thread from the hundreds created... but really? I am demotivated to play killer

    Do I REALLY need to wait 1 min every time a surv is unhooked to counter it so others survs can simply finish gens?

    It is way more effective facecamping hooked survs then... how about a deep and proper DS rework?

    Make DS to be enabled under the same conditions than MoM, so make the surv deserve that powerful feature after x3 protection hits, problem solved

    I have seen many streamers playing killers playing againts 4 DS swf and unless they hard tunnel and don't slug , they will maybe get hit by only 1 of them

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1429526#Comment_1429526

    Oh, wow, you're seriously doubling down on this and insisting that the old ultra rare insta heal didn't instantly heal a survivor from downed to healthy even though I explained that's wrong. I'm kind of curious what you think the very rare insta heal did in that case? Or did you just not even realize there was one?

    well ya know i never used insta heals as i only thought of them as half useless meme addons so i never cared to know the diff between the 2 and tbh okay the pink was very strong if what you say is true but the purple one wasnt as it was only 1 health state

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428954#Comment_1428954

    You've just proven you don't know what insta heals did even though you're acting as if you're an expert. The ultra rares that I specifically mentioned in that post instantly healed a survivor from downed to healthy. That's 2 health states per ultra rare. 8 health states for a full ultra rare insta heal squad.

    Btw, you probly haven't realized it, but the mori animation isn't always shorter than hooking a survivor. The mori animations were made to be somewhat time consuming. Any time saved from not doing the final hook on a survivor is negligible in comparison to the time spent downing a survivor which is where the real advantage of moris and insta heals come from.

    only 1 insta heal addons can work perk medkit you can't heal from downed to healthy with 1 medkit even if it has both insta heals addons on it , what people did was picking them up normally then insta heal

    morying someone is still way less time consuming because thats 2 hook travel and animation that you don't have to do

  • @Dzeikor said:

    Every game there's at least one survivor running one of these perks and most of the times all of them in a combo.Even when a survivor perk is nerfed,it barely makes a difference like ds,the nerf barely made a difference,its still the best survivor perk.Compared to when a killer gets nerfed like we saw recently with Billy and Leatherface.Addons completely gutted and Billy rework made him both unfun and weak.The worst part is killer addons,creating useless addons just so killers wil have something to spend their bloodpoints on,what's the point of making useless addons and sometimes even detrimental ones?Many killer ultra addon are so bad even if they we're common ones.Devs are so afraid of making a killer remotely decent lately they are all getting washed up reworks or come out that way.Until devs wont show otherwise they will remain survivor biased.

    okay so first off ruin wasnt nerf it was rework and tbh new ruin is way better than old one while being less unhealthy if you know how to pressure gens and people on them

    second ruin was changed because it was extremely unhealthy to play againts and was a free skilless huge value perk and had no real counterplay outside of finding it and getting rid of it and despite the legends you don't always get crap totem spot

    all the perk you have mentionned have counterplay and arent as unhealthy as ruin was and arent free value perk unlike old ruin

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1427336#Comment_1427336

    Just do the math. Moris allow the killer to get a survivor out of the game with one less down. Insta heals allowed survivors to negate a down for a survivor. 4 survivor ultra rares allowed 4 downs to be negated, and 1 killer ultra rare allowed 4 less downs to be needed in a 4v1 game. It's mathematically clear that they used to be the counters to each other.

    no you do "math" killers mori allow them to ignore 2 potential hits on survivors on all survivors so 8 hits in total so still the double of what survivors can negate with only 4 hits negated if they all bring insta heals what is extremely unlikely and it also negate the time it take for the killer to carry the survivors to the hooks and hook them

  • @Dehitay said:

    Mori's not being able to grant victory for more than one player is an utterly ridiculous argument for a 4v1 game where the mori is for the 1. The idea that keys are more broken than moris is ridiculous. Keys require more gens to be done than survivors in game for the majority of the match. Moris require a single hook.

    People who cry about keys being as bad as moris are people who never had to deal with insta heals. They have absolutely no clue what the survivor equivalent of a mori was. And insta heals got nerfed for a good reason.

    tbh even insta heal isnt and wasnt as OP as mori , insta heal is just 1 health state , mori is a out of the game for good

  • @LordRegal said:

    The problem with DS is it can be used offensively. By this I mean, if player 1 gets unhooked and has DS, they can run directly into the killer and try to get hit so their unhooker can get away. This is them actively trying to get tunneled so they can completely stall the killer's momentum. They can get unhooked and hook rush player 3 because if the killer interrupts it, they get hit with DS and everyone gets away.

    UB is only really a problem when it's paired with DS, because now you have the ability to be completely invincible. The counter to DS being used offensively is to slug the person using it. If you have UB on top of that though, if you get picked up you use DS, if you don't you use UB.

    If you're not getting to use them frequently, you're not playing recklessly because you have them. This is a good thing.

    In my point of view even if they do that it works in the killers favor if they just slug them afterward even if they have unbreakable its a lot of wasted time where this survivor is doing nothing , the killers waste what 3 sec on 1 hit ? the survivor even with unbreakable waste at leats 15 sec , even used offensively its very much in the killers favor , the killers just has to slug them afterward and go back to chase whoever saved or anyone else

  • @Speshul_Kitten said:

    Unfortunately devs can’t touch survivors in general as long as the cash keeps rolling in

    that is why survivors have been nerfed over and over again over the last 2 years while killers have been getting everything they ever wanted ? the hypocrisy and bias coming from killer mains on those forums is beyond this world

  • @Name_Unavailable said:

    And what skin would be better on him/her on that movie?

    I could see the hag having a pretty interesting movie

  • @handfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1423768#Comment_1423768

    Okay SO... you know how it reduces your stagger when you fall and then gives you a sprint burst? Even after you got the sprint burst, BL used to give you the stagger reduction at all times. That perk made Haddenfield the single worst killer map in the game IMO

    oh so they removed the stagger removal effect at all time if you are exhausted or something , if i understand well , thats kinda ######### for such a situational perk but oh well

  • @handfulofrain said:

    Yes, I know it sucks that they slapped a cooldown on Billy and tokens on Bubba.

    Yes, I know it sucks that they changed the passive on Balanced Landing.

    Yes, I know it sucks that they changed Pyramidhead in the latest update.

    Yes, I know it sucks that they made maps smaller to help some killers out.

    I promise that if you just keep playing the game like normal, you'll be fine. You'll relearn whatever it is they changed and everything will be fine.

    Truthfully, I don't think I've ever been in a community with a bigger bunch of entitled, whining children. It's not the end of the world. In the end, remember that it's just a video game.

    what changed about balance landing ? if i may ask

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420887#Comment_1420887

    I'm expressing my opinion on mixed and bound sets, you just can't accept it when someone criticises your own opinion, or tries to explain to you why bound sets exist. Sorry I'm not in full agreement with you, or I've said something to hurt your feelings. I know when someone has a different opinion, it can be hurtful, but you get used to it eventually and see that not everyone agrees with the same thing. Hopefully you can eventually come to terms with the fact that bound cosmetic sets are a thing and will continue to be a thing, because it's the developers creative decision. It's ok to not like them, I never said it wasn't, but feeling threatened just because someone does like them, isn't very healthy.

    you didnt critisize my opinion you said that because no one else speak about it than my opnion was irrelevant , whatever idc the devs wanna be lazy then they are lazy good for them

  • @YaiPa said:

    it's just sad that they didn't thought of it when releasing bunny Feng, which was a skin that people wanted for so long and it was actually kinda bad.

    I like bunny feng kinda its not great but it isnt bad either

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420311#Comment_1420311

    You saying that it's a point of view that not everyone shares is redundant. You clearly like the idea, others like myself do not. That's the end of that.

    If, however, there was some sort of movement within the community to have every non-licensed set be interchangeable, then i guess it's worth talking about, but right now? no. It's not a huge issue and it's irrelevant if you like to mix and match stuff or not, because cosmetics already exist and will continue to exist that can be mixed and matched. Linked cosmetics allow the devs to do more creative outfits without worrying about clipping. It's not "lazy" at all that they aren't doing more to try and make them not clip, it literally limits their creative process when designing cosmetics. Oni's upcoming legendary cosmetic will very likely be linked because it will be something so out of the box that mixing it with other pieces would clip and look weird as hell. Nea's cosmetic is linked due to the cape, and it would collide with other head cosmetics that don't fit within the headspace that the hood provides.

    It sounds harsh, but get over it. If you don't like it, don't buy it. Wait for new cosmetics that can be interchangeable to come out if you're really that desperate.

    yeah I bothered only reading the start and from I read your own msg makes your entire argument even more irrelevant than mine because no one asked for sets either and stuff and mixing cosmetic as always been a part of dbd so whatever

    you don't like me talking about then go and stop talking about it why does hurt you that I complain about it ? bye , you don't wanna argue and acknowledge others opinion than and don't come argue on the forums

    @Customapple0 said:

    It opens up more opportunities for unique clothing. Some can’t be made separate because of aforementioned clipping issues & may look rather unfinished if combined with other clothing.

    if only this nea skin was actually this unique that it actually required to be a set but it isnt

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1420234#Comment_1420234

    You have no idea how those things work. The way her skin was build, makes it unique and different from other cosmetics, but exclude the ability to mix with other cosmetics. Look at the pants and a shirt and the hood. There are no skins like that, thus making this one a Unique one.

    neither do you , and like i said above the skin isnt this diff from her other skins in concept , its pretty easy to see that if they just tried it would be easy to make it work her other cosmetic

    the pants even in its current state could work with most of her other chest pieces you not being able to see it through a lack of simple imagination isnt a issue of mine and even if its truly an issue they could just modify it a tiny bit by making it less tall on the chest to make it work , poof problem solved

    the hoodie is even less an issue than the long chest eating pants

  • @6yXJI0 said:

    Never liked how people mix their outfits. Its bad in 90% of cases and indeed out of place. There are some exeptions but i still prefer single piece outfits. They look good and unique.

    personal point of view that not everyone shares

    @UseTheValve said:

    I like them because it give more freedom to the artist to create cooler skin, to each their own.

    And I mean I like that they will do both linked and unlinked one.

    I fail to see how it gives them more "freedom" the new nea skin isnt anything insanely diff from her other ones and could very easily combine with most of her other cosmetics, if it was vastly diff why not i could understand the freedom thingy but it isnt

  • @[Deleted User] said:

    Ok

    I for one like them, since I almost never mix and match cosmetic sets anyway because most combinations look weird and out of place and few of them actually look better than the set they came in. to each their own, but it's not like every set is going to be linked.

    Oh, and another thing...cosmetics don't affect gameplay, so why does it even matter in the end? don't like it? don't buy it. This new Nea cosmetic is basically her Grim Matsuri set 2.0, I'm seeing it everywhere. It's a nice cosmetic. If I was a Nea main I'd definitely get it.

    You not being able to match diff cosmetic together and not liking doing so , doenst mean others can't and don't aswell , I personally manage to mixed diff cosmetic on all my characters and to good success

    i never said they affected gameplay but okay

    it matters because like I said I like some aspect of it that I wish I could use without having to use the other aspects that i do not like

    @Mooks said:

    You don’t have to like them nor buy them.

    those sets are designed to be a set and next to clipping issues there are just design choices like Neas hoodie that prevents mixing it with other cosmetics. It’s really not that big of a deal and actually makes new designs possible like actual dresses etc.

    well I like aspects of them

    If they just tried a tiny bit her hoodie could work well with most of her cosmetic aside her maybe "beanie" heads , tbh her current set "head set" i am pretty sure might have been harder to make work with the hoodie than it would be to make most of her other heads to work with it lol , I can see very easily most of her other head pieces aside her beanie ones work to great success with the hoodie , such wasted potential on lazyness

    look at claudette she has wonderful dresses that arent a part of forceful sets , so can nea , new design are very much possible without forceful "sets"

  • @Veen said:

    This topic was already discussed and CM said their opinion on the matter, for nea they made it a set due to clipping issues.

    so lazyness they didnt wanted to bother fixing the "clipping" issues

  • @NekoTorvic said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414144#Comment_1414144

    "all of those "counters" are not counters those are just "hope the killer play badly and abuse their bad plays""

    All of those are completely valid counters that good survivors will pull off consistently. I do not believe for a second that a counter should require a giant telltale of what killers are gonna do so survivors can do the thing that negates it.

    All these counters are able to negate what the killer is trying to do but you need to actually understand the game and understand the player and killer you're going against instead of just seeing a massive telltale like the killer is some sort of NPC in a single player. The killer needs to predict what you're doing as survivor and play accordingly. You need to do the same against these killers.

    If you put yourself in a position where the killer can make a bad play that's on you for besting them. If you put yourself in a position where the killer needs to make a move, then it's on you to anticipate that move and counter it which you can do with every single killer in this game, and the killer will try to do the same to you.

    If you cannot be bothered paying attention to your positioning, distance from the killer and the killer's power, and just mindlessly go around a box until you press space to drop some planks, don't be surprised if there are killers that can deal with it.

    DBD is a game about predictions and knowing your opponent and your map, as much as it is a game about mechanical execution.

    nop i read them all and as a rank 1 survivor those are legit just "hope the killer plays bad"

  • @Jasuo said:

    Both @Yamaoka and @NekoTorvic's posts could not be more accurate. I main Pyramid Head and every single word those two have spoken is the complete truth.

    I won't deny Pyramid Head is strong; in chases at least. When you learn how to play against his chase game he feels considerably weaker. He's literally only going to be able to use his power on you at pallets and vault locations, if you gain distance on him and lure him out into the open he's basically caught with his pants down. There isn't a damn thing he can do in that situation other than slowly gain on you, giving you more time to think and make decisions on how to outplay him.

    there is no learning to play againts him in chase its always about him messing up not you outplaying him

    him being able to use his power at window and pallets is more than enough and why he is OP he makes the only protections of survivors useless , nurse and huntress do it aswell but at leats both of them require skill , windup to their powers ectect

    "lure the killer into the open with nothing to protect yourself" to do what kms ? its not like he is gonna catch up to me in secs or anything ,this advice is as bad and dumb as the guy who told me once that to counter the doctor all you had to do was run in a straight line without ever stopping like if the doctor was nurse or something PS : doctor and pyramid head arent nurse ruinning in straight lines into window/palletless areas doenst work againts them because flash news they catch up to you

  • @Yamaoka said:

    Please post some of your survivor gameplay so people can give you actual advice on how to play against Deathslinger or Pyramid Head.

    That being said Pyramid Head is not even overly strong let alone op.

    His chase potential is good and that's about it.

    - no instadown

    - no tracking (literally no one steps in the trails outside a chase - ever)

    - no stealth

    - no mobility/no map pressure

    - no built-in gen defense

    All he has is decent 1 vs 1 chase potential IF THE PLAYER HAS PERFECT AIM AND PREDICTS YOUR MOVEMENTS OPTIMALLY AS THE RANGED ATTACK HAS DELAY.

    If that alone makes him op in your opinion I don't know what to tell you.

    EDIT: As for the "no drawback power"

    1) Pyramid Head slows down to 92% while stabbing into the ground.

    2) Pyramid Head slows down to 110% while dragging the knife.

    3) Pyramid Head has a cooldown of several seconds after each use of his ranged attack. During this cooldown he slows down to almost a complete stop giving you free distance.

    4) Pyramid Head's ranged attack has only 8 meters of default range, generates multiple warnings AND it moves like a slow shockwave allowing you to easily react and dodge the attack whereas Deathslinger can shoot with 0% delay and his projectile moves at 1000% movement speed and has a default range of 18 meters.

    I don't need to post anything i made my point very clear those killers have no counters in chase outside of themselves being bad and missing and thats why its OP , at best what a survivor can do is maybe some erratic movement but it only helps slighty and most of the time it will actually help the killer gain distance on the survivor so its a double edge sword tactic that mostly works in their favors

    @katoptris said:

    Going against deathslinger is like playing Call of duty. Pyramid head can't see the auras of cages and can't stay around them anymore.

    cages are the last thing i am complaining about i am complaining about their power in chases being uncounterable and too easy to use they are better easier huntress without drawbacks

    @Freesham said:

    Imagine thinking Pyramid Head is OP

    Imagine thinking DEATHSLINGER is OP

    Imagine having no real argument so this is what you come up with

    @Hoodied said:

    Mate I think I played against you. If you play Xbox then yes i probably did.

    But neither are OP

    I play on PC but okay nice try

    @Yamaoka said:

    I get what you are saying. Been playing him day and night since release myself. His ability ignores structures which is why I do not deny his 1 v 1 potential.

    However that's where his ACTUAL strength ends in my book. Most of the time I end chases as quick as it's mechanically possible with him and people still manage to pump out most or even all gens quite simply by taking the hit and running across the map while I'm standing still taking my rangeattack-cooldown for several seconds.

    That is with this kind of movement predictions and aim:

    https://youtu.be/3r4qNUO-96I

    Again: I'm not saying Pyramid Head is complete trash but other than decent 1 v 1 potential due to his ability that can ignore strctures I don't see much in him. As Bubba I will snowball like crazy if people do just the tiniest misplays. With Pyramid Head they can just keep going after messing up.

    Perhaps I just got too used to having an instadown at all times, though.

    if you compare bubba to PH and say bubba is better i am not gonna bother arguing

    @NekoTorvic said:

    I'll copy this from a YT video i left it on. The video was indeed talking about PH being too oppressive.

    How to counter pyramid head:

    -Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance

    -If he's too close and you have to loop him, pay attention to your position determine weather or not its prudent to drop the pallet and when to do so. There's a billion pallets in the map and if your teammates are doing gens there's no such thing as wasting pallets, so you dont have to be greedy with the loop. Drop the pallet before he has the chance to wind up his attack so you have the time to dodge it.

    -If he's too close and you can't loop, take the hit and use the sprint burst to put yourself in a more favourable position.

    -Making distance and maintaining it is this guy's biggest counter and if you found yourself in a ######### position then you need more map knowledge or you need to pay more attention.

    -If he misses his M2, dont stick around a loop unless its an extremely safe tile. Just bolt it to make distance.

    -If he's hitting you, try and see what it is he is doing so you can counterplay accordingly. Remember it's a player youre going against. See how they play, play to counter it.

    -Try to see which loops are good against him and which ones aren't.

    -Dead Hard is your friend

    Now i'll add a new part for Deathslinger:

    -Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance (same as PH)

    -If you know its a Deathslinger, as soon as you hear his heartbeat just run away from where you are. His music may be a bit confusing but the heartbeat itself is very very clear. I have only once been caught by surprise by a Deathlinger and the only reason that happened is because i was out-positioned and when i looked and saw the killer from far away i thought it was a different killer so i wasn't prepared for it.

    -DON'T BE OUT-POSITIONED IF YOU KNOW A DEATHSLINGER IS THE KILLER YOU'RE GOING AGAINST. I cap this cuz its important. Being out-positioned is the best way for Deathslinger to destroy you. If you're working on a gen that's very unsafe, have a plan of where to run and be extra vigilant to see if he is coming.

    -Pallets are your friends. If you're injured drop the things and don't think twice, there's probably enough of them in the map anyways if your team is doing gens. If they're not doing gens its possible you're not escaping anyways, so focus on your chases.

    -LEARN WHEN DEATHSLINGER IS LIKELY TO SHOOT AROUND LOOPS! This is probably the second most important one. If you know how the killer has to play, then you know when do juke his power. For instance, at a jungle gym, you know he has to shoot preemptively to get you before you reach the pallet. If you have enough distance you have to read his shot and wiggle to avoid it. At shack you can do the same thing. You know he needs to shoot you before you make a corner into the pallet, so you wiggle to avoid the shot and make him miss.

    -He gains no you at 0.4 m/s which means that if you are 30 meters from him, it takes him 30 seconds to catch up enough for the MAX range of his harpoon if you just run in a straight line. This is different in practice because you can't run straight for 30 seconds, maps just arent big enough and usually have obstacles in the way. However the point stands. He's painfully slow, so make distance.

    -Be erratic with your movement and wiggle in weird ways. Survivor movement on keyboard is JANKY AS HELL so survivors can make some awful sharp turns that completely throw off your shot. On console this is possible as well, but its a bit harder as moving left and right isn't as instant as it is with WASD.

    -If he misses his shot, don't stick around a loop unless its an extremely safe tile. Just bolt it to make distance. (same as PH)

    The problem i feel people have with these killers is that they're too used to being greedy with their pallets and going around a thing in autopilot then pressing space to drop the pallet. These killers can deal with that, so as a survivor, you need to pay a lot of attention to your positioning and distance relative to the killer, you need to understand how the killer player is playing and play to counter it and you need to understand the fundamentals of how the killer character is played.

    Shooting with Deathslinger is not easy. Hitting PH's ranged attack is not easy. They both require mechanical skill and a fair degree of prediction from the player. So if they are hitting you constantly they're either extremely good which is good on them and you should strive to be better, or you're being way too obvious with your movement in which case you should strive to be better. Lets remember the game doesn't play itself for them just because the killer player picked a character.

    all of those "counters" are not counters those are just "hope the killer play badly and abuse their bad plays"

    @anarchy753 said:

    I see Pyramid Head more akin to the Huntress than Deathslinger. Mostly because of the fact that all points on strength on the map become points where you're in a fixed animation to take a hit because you can't turn fast enough. At least Deathslinger can't hit you through a dropped pallet.

    Biggest difference is that Pyramid Head seems to suffer almost no slowdown or drawback to winding up his power where Huntress does, and she's also a slower killer in general.

    i don't mind huntress as at leats she has drawbacks and his truly skiiful PH is just an easier stronger huntress

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414014#Comment_1414014

    PH has a much smaller range though. While he might be faster than Huntress, if your aim is good with those hatchets...you can beam someone from far away without having to close much distance.

    range plays almost never matters in high rank and are more see as BM trolling unviable plays , huntresses never try to snipe people and most of time will only use her hatchets to get them at a loop when the survivor drop a pallet or vault a window or try to get very close to combo them , the effective range of good huntresses player is very similar and close to the effective range of pyramid head

  • @musstang62 said:

    Plague - When using vile purge, has a 20% chance to just vomit all over herself, inexplicably making herself more infected. After 30 seconds, can now be one hit KO'ed by a pallet stun, which results in an escape for all survivors

    Trapper - 60 second cooldown on picking up and setting down traps. Also, if he steps in a trap, his leg becomes damaged and he now hobbles around at 90% movement speed for the rest of the match

    Doctor - now causes himself to go insane, and must do several reverse skill checks before using any abilities or swinging his weapon

    Nurse - upon review, she is still too good, so a 3rd and 4th cooldown should be added in addition to the 2 existing cooldowns. After blinking, fatiguing, and blink recharging, she must now also take a 3 second inhaler dose and do 4 seconds of brief calisthenics before being allowed to move again

    Wraith - he's actually fine as is

    Pyramid Head - Survivors now emerge from the cage of atonement as a super saiyan god with the power to blast a hole in the exit gates and escape

    Any other ones I'm missing? Please commiserate with me and add to the list haha

    Change/buff to killer mains

  • Rank 1 survivor here because i rather waste 20 sec to self care than spend the entire game wounded and probably waste more time by trying to be overly careful because i am a 1 shot instead self caring

    you being bad and not understanding a perk value doenst mean it is

  • @Blueberry said:

    Thanata isn't even good.

    I said nerf thana on legion not thana on itself , thana is a very good perk if you get everyone wounded what no killer can really do outside of legion and thats why this perk is OP on him

  • @hmmmyesss said:

    Ah yes. The common "I dont like it so it needs to be removed" post. Legion is legit one of the weakest killers in the game. He doesnt need anymore nerfs.

    exactly what i am talking about another killer main who has no real argument

    also if we apply your logic a lot A LOT of survivors changes/nerfs should be reverted by now , insta heals ? they were never OP you don't like seeing them too bad , survivors not loosing addons was never a true issue you don't like seeing it too bad , mantle of man ? was never OP was just annoying you don't like seeing it either too bad

    the double standards are pathetic when its killer facing something annoying and not even OP it needs to be remove at once and it often happens but when something about a killer is beyond stupid broken and boring , god forbid someone speak out about it

    @Soapbar said:

    It's 16% dude. It only adds about 12 seconds to solo gen repairs, and that's only if everyone is wounded. This isn't even close to ######### like Forever Freddy. Either just deal with the (honestly minuscule) penalty or heal and learn how to stealth/loop.

    12 sec + 12 sec + 12 sec + 12 sec + 12 sec equal 1 entire min , you see killers crying because DS stuns them for 5 sec and that looses them the game but 1 entire minute is apparentky nothing ? nice double standards again and also thats not adding on top of it the time it take to mend

    also having everyone wounded and a 1 shot is the biggest issue its like if you play infinite 1 shot myers without having to go throught all the stalking , and if you take the time to heal than you have to add on top of that the time it takes to heal

    @undeadcookie said:

    It is, at most, an extra 12 seconds you have to spend repairing a gen. Sorry you can't mindlessly unga bunga through them as fast as you'd like, but it's by no means overpowered.

    same answer as above

    @xCarrie said:

    “I don’t like it so nerf it. Don’t agree with me? Then shut up you’re a killer main.” So what are you looking to achieve here?

    Also the slowdown does not make games last up to “30 minutes.” If it does then there’s something wrong with you and your team. Legion is already a weak killer, (annoying) but weak, they don’t need anymore nerfs. Forever Freddy is worse then thana legion so games must be 1-2 hours against that.

    what i am just doing is what killers main do to survivors main everytime we speak out to them on all the none sense they cry about , nice double standards i guess when they want something remove even if it doenst even affect them too much we are suppose to shut up and agree but when something truly OP is ruining the game but killer main like it we are just suppose to take it and say nothing ? hell nah

    i already explained above why its OP and not just annoying

    nice pic and nice none exisential argument

  • @StucklesTheChuckles said:

    https://forum.deadbydaylight.com/en/discussion/comment/1318635#Comment_1318635

    Of course, let's cater to the snowflakes. An easy work around to that problem would be simply giving them new identities.

    I don't like snowflakes either but even I can see why some people would have legitimate issue with this , the issue would be beyound snowflakes only being offended

    i mean yeah making them their own characters could work

  • @StucklesTheChuckles said:

    This would be a great and neat way to bring back the old versions of both Meg and Claudette back into the game and what better way than to have them as legendary skins?

    I made a post about this idea on the r/deadbydaylight subreddit on Reddit. Please check it out and let me know your ideas.

    https://www.reddit.com/r/deadbydaylight/comments/gtybif/the_legendary_skins_of_meg_thomas_and_claudette/?utm_medium=android_app&utm_source=share

    I mean it would be nice and stuff and i personally wouldnt care but the prob is , is that i feel like a lot of backclash would happen because of it because in this trailer the black women running is suppose to be meg and the white girl on the basement hook is suppose to be claud , so having skins to change the ethnie of characters would be seen by some has innapropriate because of "blackface" or "whitewashed" stuff like that

  • @[Deleted User] said:

    Stake out is fine

    Its so fine that its never used and you never get full value out of it by playing normally and only if you half throw the game by doing nothing and following the killer around

    @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315107#Comment_1315107

    You are in desperate need of reading perks sir! As long as you have so much as a single token stakeout doubles the effect of greats! Have you seriously not read stakeout once since the change? You should really read a perk before making threads on it. And mmm yes you will certainly never need stealth, I mean look at how easy a red rank nurse or spirit are to loop! If you don't know how to abuse the many perks that can let you make good distance without scratch marks that's on your lack of strategy. Mid chase los breaks are some of the best tools you have to mindgame the most powerful killers. And yes you should be able to escape a chase with multiple tokens to pump out gens.

    and you are in desperate need of learning how to read and write you said "get 1 token and do a bunch of greats" no my fault if you can't express yourself properly

    again you don't know how the perk works and you are wrong "you should be able to escape a chase with a bunch of tokens" you don't get tokens while being chased

    @BeHasU said:

    https://forum.deadbydaylight.com/en/discussion/comment/1315107#Comment_1315107

    What? Lmao dude, have you read the perk? If you have at least 1 token, every great you hit won't consume the token but it will give you the bonus 2% progress instead of 1%

    false , learn how to properly read the perk

    @Ikalx said:

    I currently use Stake Out and Diversion as alternatives to Spine Chill and...it sorta works but it's a completely different flavour.

    Still it means if I'm careful I get a little bit of a notification of when the killer's around, and I can use that to hide while I'm also getting a little bonus in the future. Sure I never get a full 4 tokens but, it means at 3 tokens I still get to know when I'm within the killer's radius.

    i mean maybe in a special stealth build it would be okay , but as a perk on itself it sucks and also stealth builds are not good in the high rank

    PS : diversion is a bad perk probably one of the worst in the game you shouldnt use it

    @MojoTheFabulous said:

    I've used Stake Out quite a lot and I fee like I get good enough value from it as it is. The only time it doesn't seem all that useful is against stealth killers but I don't mind that too much.

    i don't say that it as no value but that you cannot get full value out of it without throwing what is never good for a perk

  • @Rydog said:

    I don't understand why Behaviour doesn't punish hook suicides the same as disconnects. It makes no sense and legitimizes griefing, because it amounts to nothing more than a penalty-free DC.

    Just had a game where two players -- red rank players! -- suicided on-hook inside of the first two minutes. Then, somehow, I'm the one who gets de-pipped for it. It's unbelievable how maliciously negligent Behaviour is with certain aspects of this game, and this is most certainly one of them.

    I kill myself on hook everytime i face a legion with thana i am not into doing playing 30 min games where everyone is always wounded

  • @JHondo said:

    Survivor mains, have you ever considered running a game off meta to try different perk synergies or play styles? If you only ever run the meta (DS, BT, DH, Unbreakable, adrenaline) why do you not change it up and what could convince you to? If you don't always run the meta, what are some great perks not being utilized?

    I just had yet another game where the majority of the Survivors are opting for the meta builds.

    https://us.v-cdn.net/6030815/uploads/84TUV4IC3LIE/deadbydaylight-5-28-2020-9-05-41-pm-2.png

    Lately I've been doing pretty well against them but it's getting so boring going up against the same tactics (bait the dead hard, 360 lunge the juke, slug the most recent unhook who is playing super bold suddenly, slug then find hatch before hooking the final survivor, camp slugged final survivor of possible) nearly every trial.

    And since I also play a lot of Survivor I'd like to try out some cool builds.

    I tried to find new off meta perks to run for my main build , my current build is "SC , adre , Sprint burst , resilience" sometime i will take botany instead of SC if i have a good enough medkit but since the addon update it doenst happen as often

    I wanted to try stakeout instead of adre but its way too much effort for way to small value , if it would recieve a buff to the progress it give from 1% to 2% maybe more , maybe i would consider it more but as of now its kinda bad

    I wanted to run autodidact that i find to be great perk but the perk doenst really go well with the rest of my build and with my playstyle as a all

    I don't really like spine chill has too be honest resilience alone does the job for the vault speed buff on its own , spine chill i think is kinda over the top and doenst change much outside of being a info perk what if you are decent enough you don't need

    I don't really like prove thyself as i feel like its kinda of a braindead genrush perk and i don't like perks who require other people to work

    I used to run Hope and loved it but end games perks are always kinda like "meh" i rather have a perk that helps get to the end game in the first place , not survive during it + with the end game collapse update it got kinda of a nerf

    I like lightweight and iron will but i feel like the power of those perks are like nice but not good enough to even equal a potential save with adre

    for the rest idk all the other survivor perk at leats for me kinda suck or are way too situational

  • @MadArtillery said:

    I think it's fine as is. Great for doing risky gens near someone looping, godly on small maps, and turns sneaking time into progress. It being double effect on skill checks imo is all the change it needed to never feel wasted. Get your one token, land a bunch of greats, genrush like a god. The better you are at skill checks, the better the perk is for you.

    so good if the killer ignores you ? nice , try that in red rank see how it goes

    even on small map its pretty annoying to get tokens as most meta killers have pretty small terror radius because of MAA and how many killers use it

    sneaking time that could be used to work on gens , in high rank you almost never do "sneaky time" as sneaky time is wasted time

    "launch a bunch of great with 1 token" you don't even know how it works

    "the better you are at skillchecks , the better the perk is for you" you don't even know how the perk works , the perk is good when don't hit great skillchecks so when you are not that good

    @Todgeweiht said:

    In my opinion, current stake out is fine and rewards high skilled players for hitting great skill checks and making risky plays

    The buff really comes in handy to be honest, you can cut 9 seconds off of a generator just trough great skillchecks

    you don't even know how the perk works too , the perk works only when you hit normal ones , hitting great skillchecks make the perk irrelevant

    also risky play ? not really its not hard to sneak around a killer to gain the tokens but the prob is , is that its a lot of wasted time you waste 1 min to get 4 tokens to maybe save 9 sec on a gen if you get enough skillschecks , can't you see how bad it is ?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/155187/why-is-survivors-loosing-addons-still-a-thing

    Because you still haven't figured out that lose and loose are two different words.

    wow almost like not everyone is a born english speaker congrat you mastered your own langague

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301494#Comment_1301494

    But if you see so little value in particular purple add ons that you’d rather hoard them than use them, then what’s the point?

    i never said i didnt see value , the opposite I see so much value in them I don't wanna waste them after only 1 game only to spend 40 games to get the item back in my bloodweb

    @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301494#Comment_1301494

    If you want better items in match there are perks for that. A plunders can get you a lot of purples, pharmacy garenteed green medkits. I've farmed a lot of yellow medkits even without perks. I'm pretty lucky, got 9+ of those on some of my characters. Survivors do have a bbq equivalent, I run it quite often. Worse than bbq but it's a survivor perk so it shouldn't be as good.

    most survivors items even in green or purple are trash unless you have good addons and its all random

    @bjorksnas said:

    I mean if you bring strong addons as a survivor you should bring them expecting to lose them or use them to have an advantage in 1 game not in all of your games until you lose the item finally. Every game you could bring a styptic and just not use it 80% of the time but the 20% where you do it just punishes the killer that was good enough to make you use it. Its a great change because now you think about what addons to get / use because you don't get 5 good ones that last for a month you get all kinds of variety from good to mediocre.

    "great" addons are already a 1 time use and destroys the item already so your point makes no sense

    @seki23 said:

    let me repply with another question why killers losing addons is a thing?

    because killers have every means to get them back easily , survivors don't

    @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301446#Comment_1301446

    Killers gain more bloodpoints because they actually have to do more. It's 4v1. Nice try - but your argument is non existent.

    that is a stupid point , killers don't do more , okay then if i go solo as survvior i will expect a free 100 % bloodpoint boost after all now that i am solo i am doing more

    also them gaining more bp is the smallest diff as too why its okay for them to loose addons compare to why survivors shouldnt they have 40 items in their bloodwebs , survivors have 100+ , survivors legit need 5 x more bloodpoints compare to killer to get the same value out of their bloodwebs and yet they gain less

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1301422#Comment_1301422

    I think a player has their perspective wrong if they believe certain add ons are key to success. A select few can provide a great advantage, but not dramatically turn the tide of a match.

    I never said the opposite its just its really unfun for survivors its like whenever i get a green or purple addons in my bloodweb i don't ever wanna use it because i know i won't get 1 again in maybe 20 bloodwebs , at leats killers know that after maybe 2 bloodwebs they will get their stuff back easily

    @MadArtillery said:

    Good survivors absolutely can get as many blood points and while survivors bloodwebs have more in them a bunch of those they can keep using indefinitely until death and be acquired mid match to save bp by acquiring them without cost.

    BBQ say hi so no survivors can't and even without BBQ KILLERS EASILY GET MORE

    90 % of survivors items are crap in general and good ones are crap without decent addons , addons that you cannot found into chest mid match unless you take a perk that isnt even this good and really that doenst guarantee you will even get anything decent , even more those items you get "mid match" are always poop quality i don't even bother looking into chest anymore unless i have a chest build or i have nothing better to do

  • @MadArtillery said:

    Killers still lose addons so I don't see the problem with survivors also losing addons.

    lets see because survivors gain way less bloodpoints , survivors addons are not as good far from it compare to killer addons and survivors bloodwebs have about 100 or so items in it where killers have about what 40 ? so its way easier for them to get good addons

  • @Aven_Fallen said:

    Well, sadly it is intended that White Ward works like that. So I guess the goal should be that you ######### when you have a White Ward so that you can keep your Add Ons.

    And well, ti is considered "fair" that Survivors lose their Add Ons, because Killers lose them as well. Of course we ignore the fact that the Killer gets way more BPs. :>

    and also the fact that they have way WAY less stuff in the bloodweb so its easier for them to get what they need

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